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Dwarf Fighter

Rorgrim Stormbeard's page

119 posts. Alias of Jman72.

Full Name

Rorgrim Stormbeard "Ole Codsack"

Strength 16
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 12
Charisma 8

About Rorgrim Stormbeard

Image of Rorgrim

Rorgrim Stonebeard grew up in Drenchport. His father, Durgin, was a well-known whaler. Unfortunately, he never knew his mother who died in child birth. At an early age, Rorgrim began working on his father’s vessel as an extra hand. Mentored by his father, Rorgrim grew in strength and experience. He soon became the first mate of his father’s ship. Life as a whaler was tough. Navigating around the Eye of Abendego often proved perilous not to mention the act of whaling itself. Rorgrim excelled at harpooning though and helped make Durgin’s business very profitable. Originally, he harpooned by hand. After a decade or so, advancements had been made in technology. He was soon trained on the use of harpooning catapults. This is where he was first introduced to siege engines. Rorgrim loved his life on the sea. When forced to take leave, he spent most of his time at the Drowned Dwarf Tavern where he and his father were close friends with the owner.
Life changed dramatically for Rorgrim a few years ago. His father passed away and the business fell on his shoulders. His father had trained him to be an excellent whaler, but he had failed to train him at the art of business. Within a year of taking over the family business, he was no longer able to keep up with the bills. Desperate for help, he turned to a local group of merchants. This group was willing to float him financially on one condition: he would allow them use his vessel to smuggle goods to Sargava. After agreeing to this deal, life was never the same. As time progressed, he began dealing with more and more unsavory sorts. His vessel soon became a prime target pirates. The next few years on the sea hardened him.
Recently life took another unexpected turn. While attempting to outrun pirates, he made a fatal error in navigation causing his father’s ship to capsize. He and only a few crew members survived the ship sinking by holding on to floating debris. The group was picked up by a trade vessel on their third day and dropped off in Port Peril. He has spent the last few days here broke and mostly unemployed. He had taken odd jobs at the dock loading and unloading ships. He now finds himself at a local tavern drinking his cares away and dreaming of a future back on the sea.

What set of circumstances found you in Port Peril at a tavern having a lively drink anyway?

Rorgrim lifts the mug of ale to his lips and drinks in deeply savoring the taste. He responds to the bartender’s question. I dasn’t know if I would call ‘t a lively drink matey. Rorgrim has found himself a wee bit down on his luck. I be broke an’ unemployed. All I be having be th’ clothes on me aft an enough Dubloom fer some cheap dwarvish ale. Only tides ago I be ridin high on me own ship sallin’ th’ seas. Now, I be a poor soul wi’ land legs an’ a broken heart. You wouldna be havin any leads on a job would ye?

2. Are you the type who struggle against his chains as they are being put on or waits for an opportune moment to murder the jailer?

Rorgrim has only had a few run-ins with the law and that has just been during the past few years. He usually waited out his time in jail by winning over the other inmates until his wealthy and influential benefactors would bail him out. He has recently decided that life as a pirate is his best chance at riding high on the seas again. It would fit his gruff personality and professional skill set. As a pirate, he would probably only be taken after a fight.

3. How do you see your character developing mechanically and storywise?

Mechanically: I see him progressing as a straight barbarian. He is the muscle and might of his crew. He is one tough bastard and is good at leading the ship’s hands for a captain (like a noncommissioned officer).

Story wise: It is his desire to make a name for himself. He wants to live a life of luxury and fame of the high seas. Pirating seems like the best path to reach these goals. He has spent his life working his fingers to the bone harvesting blubber to barely survive. It is time for a change. If he can find a way to join a crew, he believes he can excel.
I want t’ be sittin’ pretty aboard a famous buccaneer ship toasin’ me own success with beautiful lasses an’ dubloom to spare!

4. Be ye a dirty scoundrel who would sell his mother’s soul fer a farthing and a pint o’ rum or be ye some heroic type who be thinking himself better ‘n ‘is fellow black hearted bastard?

Me former crew didna use t’ call me “Ole Codsack” fer nothin’. The high seas be a rough place an’ I be goin’ to get what be mine.


All hands on deck! Ready yerself fer war! Get them cannons loaded an’ positioned on th’ star board bow. Boardin; members arm yourselves an’ prepare t’ board. It looks like Besmara has blessed us wi’ a whealday afternoon afterall!

Rorgrim Stormbeard CR 1/2
Male Dwarf Sea Reaver/Totem Warrior Barbarian 1
CN Medium Humanoid (Dwarf)
Init +2; Senses Darkvision (60 feet); Perception +6
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 16 (1d12+3)
Fort +5, Ref +2, Will +1
Defensive Abilities Defensive Training
Spd 20 ft.
Melee Unarmed Strike +4 (1d3+3/20/x2)
Masterwork Hand Axe (Raging/Power Attack) +6 (1d6+7)
Str 16, Dex 14, Con 16, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +4; CMD 16
Feats Power Attack -1/+2
Traits Buccaneer's Blood, Bully
Skills Intimidate +6, Perception +6, Profession (Sailor) +5, Survival +5, Swim +7
Languages Common, Dwarven
SQ Marine Terror (Ex), Greed, Hardy +2, Hatred, Rage (7 rounds/day) (Ex), Slow and Steady, Stability, Stonecunning +2

Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant subtype.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 to avoid being bull rushed or tripped while standing.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
A sea reaver can hold her breath for a number of rounds equal to four times her Constitution score. In addition, a sea reaver can move normally though squares of standing water or bog that is 1 foot deep. It does not cost her extra movement to traverse these terrains. Lastly, a sea reaver ignores the normal cover bonus to AC when attacking creatures that are partially immersed in water. This ability replaces fast movement.

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Combat Gear: Axe, Throwing (2), Dagger, Earth Breaker, Hide Armor

Other Gear: Backpack (11 @ 43 lbs), Blanket, winter, Bouy, Common (2), Case, map or scroll (empty), Chalk, 1 piece, Compass, Earplugs, Flint and steel, Rations, trail (per day) (3), Shoanti barbarian chew (6), Waterskin, Weapon Cord, Whistle, Signal

Total=98 gold/7 gold to spare

Masterwork Hand Axe (Raging/Power Attack) [dice]1d20+6[/dice] [dice]1d6+7[/dice]

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